Class: Doom::Platform::GosuWindow
- Inherits:
-
Gosu::Window
- Object
- Gosu::Window
- Doom::Platform::GosuWindow
- Defined in:
- lib/doom/platform/gosu_window.rb
Defined Under Namespace
Modules: SDLKeyboardGrab
Constant Summary collapse
- SCALE =
3- MOVE_THRUST_RATE =
Movement constants (matching Chocolate Doom P_Thrust / P_XYMovement) DOOM: terminal walk speed = 7.55 units/tic = 264 units/sec Continuous-time: v_terminal = thrust_rate / decay_rate decay_rate = -ln(0.90625) * 35 = 3.44/sec thrust_rate = 264 * 3.44 = 908 units/sec^2
264.0 * 3.44
- FRICTION_DECAY_RATE =
Thrust rate (units/sec^2)
3.44- STOPSPEED =
Friction decay (1/sec)
0.5- TURN_SPEED =
Snap-to-zero threshold (units/sec)
3.0- MOUSE_SENSITIVITY =
Degrees per frame
0.15- PLAYER_RADIUS =
Mouse look sensitivity
16.0- USE_DISTANCE =
Collision radius
64.0- SOLID_THING_RADIUS =
Solid thing types with their collision radii (from mobjinfo[] MF_SOLID) Monsters, barrels, pillars, lamps, torches, trees block player movement
{ 9 => 20, 65 => 20, 66 => 20, 67 => 20, 68 => 20, # Shotgun Guy variants 3004 => 20, 84 => 20, # Zombieman 3001 => 20, # Imp 3002 => 30, 58 => 30, # Demon, Spectre 3003 => 24, 69 => 24, # Baron, Hell Knight 3006 => 16, # Lost Soul 3005 => 31, # Cacodemon 16 => 40, # Cyberdemon 7 => 128, # Spider Mastermind 64 => 20, # Archvile 71 => 31, # Pain Elemental 2035 => 10, # Barrel 2028 => 16, # Tall lamp 48 => 16, 30 => 16, 32 => 16, # Tech column, green/red pillars 31 => 16, 33 => 16, 36 => 16, # Short pillars 41 => 16, 43 => 16, # Evil eye, burnt tree 54 => 32, # Brown tree 44 => 16, 45 => 16, 46 => 16, # Tall torches 55 => 16, 56 => 16, 57 => 16, # Short torches 47 => 16, 70 => 16, # Stubs 85 => 16, 86 => 16, # Tall tech lamps 2046 => 16, # Burning barrel }.freeze
- SECTOR_DAMAGE =
Sector damage types from DOOM (p_spec.c) Type 5: 10 damage, Type 7: 5 damage, Type 4/16: 20 damage
{ 5 => 10, 7 => 5, 4 => 20, 16 => 20, 11 => 20 }.freeze
- MAP_MARGIN =
— Automap —
20
Instance Method Summary collapse
- #apply_death_tint(framebuffer) ⇒ Object
- #apply_difficulty(skill) ⇒ Object
- #apply_rubykaigi_mode ⇒ Object
- #build_sector_colors ⇒ Object
- #button_down(id) ⇒ Object
-
#capture_debug_snapshot ⇒ Object
— Debug Snapshot —.
- #check_sector_damage ⇒ Object
-
#compute_skill_hidden(skill) ⇒ Object
DOOM thing flags: bit 0 = skill 1-2, bit 1 = skill 3, bit 2 = skill 4-5.
-
#compute_slide(px, py, dx, dy) ⇒ Object
Find the blocking linedef and project movement along it.
-
#crosses_blocking_linedef?(x1, y1, x2, y2, linedef) ⇒ Boolean
Check if movement from (x1,y1) to (x2,y2) crosses a blocking linedef.
- #draw ⇒ Object
- #draw_automap ⇒ Object
- #draw_debug_overlay ⇒ Object
- #facing_linedef?(px, py, cos_angle, sin_angle, v1, v2) ⇒ Boolean
- #handle_input(delta_time) ⇒ Object
- #handle_mouse_look ⇒ Object
- #handle_option_toggle(option, value) ⇒ Object
- #handle_use_key ⇒ Object
- #handle_weapon_switch ⇒ Object
- #hsv_to_gosu(h, s, v) ⇒ Object
-
#initialize(renderer, palette, map, player_state = nil, status_bar = nil, weapon_renderer = nil, sector_actions = nil, animations = nil, sector_effects = nil, item_pickup = nil, combat = nil, monster_ai = nil, menu = nil, sound_engine = nil) ⇒ GosuWindow
constructor
A new instance of GosuWindow.
- #line_circle_intersect?(x1, y1, x2, y2, cx, cy, radius) ⇒ Boolean
- #linedef_blocks?(linedef, x, y) ⇒ Boolean
- #load_next_map(map_name) ⇒ Object
-
#needs_cursor? ⇒ Boolean
— End Automap —.
- #point_to_line_distance(px, py, x1, y1, x2, y2) ⇒ Object
- #respawn_player ⇒ Object
-
#segments_intersect?(ax1, ay1, ax2, ay2, bx1, by1, bx2, by2) ⇒ Boolean
Test if line segment (ax1,ay1)-(ax2,ay2) intersects (bx1,by1)-(bx2,by2).
- #setup_yjit_toggle ⇒ Object
- #trigger_level_exit(exit_type) ⇒ Object
- #try_move(dx, dy) ⇒ Object
- #try_use_linedef ⇒ Object
- #update ⇒ Object
- #update_player_height(x, y) ⇒ Object
- #valid_move?(old_x, old_y, new_x, new_y) ⇒ Boolean
Constructor Details
#initialize(renderer, palette, map, player_state = nil, status_bar = nil, weapon_renderer = nil, sector_actions = nil, animations = nil, sector_effects = nil, item_pickup = nil, combat = nil, monster_ai = nil, menu = nil, sound_engine = nil) ⇒ GosuWindow
Returns a new instance of GosuWindow.
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# File 'lib/doom/platform/gosu_window.rb', line 82 def initialize(renderer, palette, map, player_state = nil, = nil, weapon_renderer = nil, sector_actions = nil, animations = nil, sector_effects = nil, item_pickup = nil, combat = nil, monster_ai = nil, = nil, sound_engine = nil) fullscreen = ARGV.include?('--fullscreen') || ARGV.include?('-f') super(Render::SCREEN_WIDTH * SCALE, Render::SCREEN_HEIGHT * SCALE, fullscreen) self.caption = 'Doom Ruby' self.update_interval = 0 # Uncap framerate (default 16.67ms = 60 FPS cap) SDLKeyboardGrab.setup @renderer = renderer @palette = palette @map = map @player_state = player_state @status_bar = @weapon_renderer = weapon_renderer @sector_actions = sector_actions @animations = animations @sector_effects = sector_effects @item_pickup = item_pickup @combat = combat @monster_ai = monster_ai @menu = @doom_font = &.font @sound = sound_engine @damage_multiplier = 1.0 @skill = Game::Menu::SKILL_MEDIUM @skill_hidden = {} # Thing indices hidden by difficulty @last_floor_height = nil @move_momx = 0.0 @move_momy = 0.0 @leveltime = 0 @tic_accumulator = 0.0 @screen_image = nil @mouse_captured = false @last_mouse_x = nil @last_update_time = Time.now @use_pressed = false @show_debug = false @show_map = false @screen_melt = nil @intermission = nil @current_map = 'E1M1' @debug_font = Gosu::Font.new(24) @fps_frames = 0 @fps_time = Time.now @fps_display = 0.0 # Precompute sector colors for automap @sector_colors = build_sector_colors # Pre-build palette RGBA lookups for all 14 palettes (0=normal, 1-8=pain red) @all_palette_rgba = [] wad = renderer.instance_variable_get(:@wad) 14.times do |pal_idx| pal = Wad::Palette.load(wad, pal_idx) @all_palette_rgba << pal.colors.map { |r, g, b| [r, g, b, 255].pack('CCCC') } end @palette_rgba = @all_palette_rgba[0] end |
Instance Method Details
#apply_death_tint(framebuffer) ⇒ Object
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# File 'lib/doom/platform/gosu_window.rb', line 993 def apply_death_tint(framebuffer) # Death keeps damage_count at max so the pain palette stays red @player_state.damage_count = 8 if @player_state&.dead end |
#apply_difficulty(skill) ⇒ Object
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# File 'lib/doom/platform/gosu_window.rb', line 1163 def apply_difficulty(skill) @skill = skill @damage_multiplier = case skill when Game::Menu::SKILL_BABY then 0.5 when Game::Menu::SKILL_EASY then 0.75 when Game::Menu::SKILL_MEDIUM then 1.0 when Game::Menu::SKILL_HARD then 1.0 when Game::Menu::SKILL_NIGHTMARE then 1.5 else 1.0 end # Compute which things are hidden by this skill level @skill_hidden = compute_skill_hidden(skill) # Baby mode: start with some armor if skill == Game::Menu::SKILL_BABY @player_state.armor = 50 end if @monster_ai @monster_ai.aggression = true @monster_ai.damage_multiplier = @damage_multiplier end # Baby: double ammo from pickups (matching DOOM skill 1) if @item_pickup @item_pickup.ammo_multiplier = (skill == Game::Menu::SKILL_BABY) ? 2 : 1 end respawn_player end |
#apply_rubykaigi_mode ⇒ Object
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# File 'lib/doom/platform/gosu_window.rb', line 1055 def apply_rubykaigi_mode return unless @menu&.&.[](:rubykaigi_mode) # God mode: invincible for stress-free demos @player_state.god_mode = true @player_state.health = 100 # All weapons + full ammo handle_option_toggle(:all_weapons, true) @player_state.infinite_ammo = true # Monsters don't attack (peaceful exploration) @monster_ai.aggression = false if @monster_ai # Force debug overlay on (shows FPS + YJIT status) @show_debug = true end |
#build_sector_colors ⇒ Object
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# File 'lib/doom/platform/gosu_window.rb', line 1288 def build_sector_colors # Generate distinct colors for each sector using golden ratio hue spacing num_sectors = @map.sectors.size colors = Array.new(num_sectors) phi = (1 + Math.sqrt(5)) / 2.0 num_sectors.times do |i| hue = (i * phi * 360) % 360 colors[i] = hsv_to_gosu(hue, 0.6, 0.85) end colors end |
#button_down(id) ⇒ Object
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# File 'lib/doom/platform/gosu_window.rb', line 872 def (id) # Intermission handles input if @intermission @intermission.handle_key if @intermission.finished next_map = @intermission.next_map @intermission = nil if next_map load_next_map(next_map) else # Episode complete - return to menu @menu&.show end end return end # Menu handles input when active if @menu&.active? key = case id when Gosu::KB_UP then :up when Gosu::KB_DOWN then :down when Gosu::KB_RETURN, Gosu::KB_SPACE then :enter when Gosu::KB_ESCAPE then :escape end if key # Play menu navigation sounds case key when :up, :down @sound&. when :escape @sound&. end # Capture old screen before menu state change (for melt effect) old_state = @menu.state result = @menu.handle_key(key) new_state = @menu.state # Trigger melt when transitioning from title to main menu if old_state == Game::Menu::STATE_TITLE && new_state == Game::Menu::STATE_MAIN && @last_menu_fb # Build the new screen (main menu with game background) @renderer.render_frame @weapon_renderer&.render(@renderer.framebuffer) unless @player_state&.dead @status_bar&.render(@renderer.framebuffer) new_fb = @renderer.framebuffer.dup @menu.render(new_fb, nil) @screen_melt = Render::ScreenMelt.new(@last_menu_fb, new_fb) end # Play confirmation sound on select @sound&. if key == :enter case result when :start_game apply_difficulty(@menu.selected_skill) when :resume @mouse_captured = true SDLKeyboardGrab.grab! when :quit close when Hash handle_option_toggle(result[:option], result[:value]) if result[:action] == :toggle_option end end return end case id when Gosu::KB_ESCAPE SDLKeyboardGrab.release! @mouse_captured = false self.mouse_x = width / 2 self.mouse_y = height / 2 @menu&.show when Gosu::MS_LEFT, Gosu::KB_TAB unless @mouse_captured @mouse_captured = true @last_mouse_x = mouse_x SDLKeyboardGrab.grab! end when Gosu::KB_Z @show_debug = !@show_debug when Gosu::KB_Y if defined?(RubyVM::YJIT) setup_yjit_toggle if RubyVM::YJIT.enabled? RubyVM::YJIT.disable puts "YJIT disabled!" else RubyVM::YJIT.enable puts "YJIT enabled!" end end when Gosu::KB_C if @monster_ai @monster_ai.aggression = !@monster_ai.aggression puts "Monster aggression: #{@monster_ai.aggression ? 'ON' : 'OFF'}" end when Gosu::KB_M @show_map = !@show_map when Gosu::KB_F12 capture_debug_snapshot end end |
#capture_debug_snapshot ⇒ Object
— Debug Snapshot —
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# File 'lib/doom/platform/gosu_window.rb', line 1228 def capture_debug_snapshot dir = File.join(File.('../..', __dir__), '..', 'screenshots') FileUtils.mkdir_p(dir) ts = Time.now.strftime('%Y%m%d_%H%M%S_%L') prefix = File.join(dir, ts) # Save framebuffer as PNG require 'chunky_png' unless defined?(ChunkyPNG) w = Render::SCREEN_WIDTH h = Render::SCREEN_HEIGHT img = ChunkyPNG::Image.new(w, h) fb = @renderer.framebuffer colors = @palette.colors h.times do |y| row = y * w w.times do |x| r, g, b = colors[fb[row + x]] img[x, y] = ChunkyPNG::Color.rgb(r, g, b) end end img.save("#{prefix}.png") # Save player state and sector info sector = @map.sector_at(@renderer.player_x, @renderer.player_y) sector_idx = sector ? @map.sectors.index(sector) : nil angle_deg = Math.atan2(@renderer.sin_angle, @renderer.cos_angle) * 180.0 / Math::PI # Sprite diagnostics sprites_info = @renderer.sprite_diagnostics nearby = sprites_info.select { |s| s[:dist] && s[:dist] < 1500 } .sort_by { |s| s[:dist] } sprite_lines = nearby.map do |s| " #{s[:prefix]} type=#{s[:type]} pos=(#{s[:x]},#{s[:y]}) dist=#{s[:dist]} " \ "screen_x=#{s[:screen_x]} scale=#{s[:sprite_scale]} " \ "range=#{s[:screen_range]} status=#{s[:status]} " \ "clip_segs=#{s[:clipping_segs]}" \ "#{s[:clipping_detail]&.any? ? "\n clips: #{s[:clipping_detail].map { |c| "ds[#{c[:x1]}..#{c[:x2]}] scale=#{c[:scale]} sil=#{c[:sil]}" }.join(', ')}" : ''}" end File.write("#{prefix}.txt", <<~INFO) pos: #{@renderer.player_x.round(1)}, #{@renderer.player_y.round(1)}, #{@renderer.player_z.round(1)} angle: #{angle_deg.round(1)} sector: #{sector_idx} floor: #{sector&.floor_height} (#{sector&.floor_texture}) ceil: #{sector&.ceiling_height} (#{sector&.ceiling_texture}) light: #{sector&.light_level} nearby sprites (#{nearby.size}): #{sprite_lines.join("\n")} INFO puts "Snapshot saved: #{prefix}.png + .txt" end |
#check_sector_damage ⇒ Object
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# File 'lib/doom/platform/gosu_window.rb', line 982 def check_sector_damage sector = @map.sector_at(@renderer.player_x, @renderer.player_y) return unless sector damage = SECTOR_DAMAGE[sector.special] if damage @player_state.take_damage((damage * @damage_multiplier).to_i) @sound&.player_pain end end |
#compute_skill_hidden(skill) ⇒ Object
DOOM thing flags: bit 0 = skill 1-2, bit 1 = skill 3, bit 2 = skill 4-5
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# File 'lib/doom/platform/gosu_window.rb', line 1074 def compute_skill_hidden(skill) flag_bit = case skill when Game::Menu::SKILL_BABY, Game::Menu::SKILL_EASY then 0x0001 when Game::Menu::SKILL_MEDIUM then 0x0002 when Game::Menu::SKILL_HARD, Game::Menu::SKILL_NIGHTMARE then 0x0004 else 0x0007 end hidden = {} @map.things.each_with_index do |thing, idx| # Multiplayer-only things (bit 4) are hidden in single player if (thing.flags & 0x0010) != 0 || (thing.flags & flag_bit) == 0 hidden[idx] = true end end hidden end |
#compute_slide(px, py, dx, dy) ⇒ Object
Find the blocking linedef and project movement along it
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# File 'lib/doom/platform/gosu_window.rb', line 531 def (px, py, dx, dy) best_wall = nil best_dist = Float::INFINITY @map.linedefs.each do |linedef| v1 = @map.vertices[linedef.v1] v2 = @map.vertices[linedef.v2] # Only check linedefs near the player next unless line_circle_intersect?(v1.x, v1.y, v2.x, v2.y, px + dx, py + dy, PLAYER_RADIUS) # Check if this linedef actually blocks next unless linedef_blocks?(linedef, px + dx, py + dy) || crosses_blocking_linedef?(px, py, px + dx, py + dy, linedef) # Distance from player to this linedef dist = point_to_line_distance(px, py, v1.x, v1.y, v2.x, v2.y) if dist < best_dist best_dist = dist best_wall = linedef end end return nil unless best_wall # Get wall direction vector v1 = @map.vertices[best_wall.v1] v2 = @map.vertices[best_wall.v2] wall_dx = (v2.x - v1.x).to_f wall_dy = (v2.y - v1.y).to_f wall_len = Math.sqrt(wall_dx * wall_dx + wall_dy * wall_dy) return nil if wall_len == 0 wall_dx /= wall_len wall_dy /= wall_len # Project movement onto wall direction dot = dx * wall_dx + dy * wall_dy [dot * wall_dx, dot * wall_dy] end |
#crosses_blocking_linedef?(x1, y1, x2, y2, linedef) ⇒ Boolean
Check if movement from (x1,y1) to (x2,y2) crosses a blocking linedef
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# File 'lib/doom/platform/gosu_window.rb', line 634 def crosses_blocking_linedef?(x1, y1, x2, y2, linedef) v1 = @map.vertices[linedef.v1] v2 = @map.vertices[linedef.v2] # One-sided linedef always blocks crossing if linedef.sidedef_left == 0xFFFF return segments_intersect?(x1, y1, x2, y2, v1.x, v1.y, v2.x, v2.y) end # ML_BLOCKING (0x0001) blocks crossing for everything including player if (linedef.flags & 0x0001) != 0 return segments_intersect?(x1, y1, x2, y2, v1.x, v1.y, v2.x, v2.y) end # Two-sided: check if impassable (high step OR low ceiling) front_side = @map.sidedefs[linedef.sidedef_right] back_side = @map.sidedefs[linedef.sidedef_left] front_sector = @map.sectors[front_side.sector] back_sector = @map.sectors[back_side.sector] step = (back_sector.floor_height - front_sector.floor_height).abs min_ceiling = [front_sector.ceiling_height, back_sector.ceiling_height].min max_floor = [front_sector.floor_height, back_sector.floor_height].max # Passable if step is small AND enough headroom return false if step <= 24 && (min_ceiling - max_floor) >= 56 segments_intersect?(x1, y1, x2, y2, v1.x, v1.y, v2.x, v2.y) end |
#draw ⇒ Object
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# File 'lib/doom/platform/gosu_window.rb', line 759 def draw # Intermission screen if @intermission fb = Array.new(Render::SCREEN_WIDTH * Render::SCREEN_HEIGHT, 0) @intermission.render(fb) active_pal = @all_palette_rgba[0] rgba = fb.map { |idx| active_pal[idx] }.join @screen_image = Gosu::Image.from_blob( Render::SCREEN_WIDTH, Render::SCREEN_HEIGHT, rgba ) @screen_image.draw(0, 0, 0, SCALE, SCALE) return end # Screen melt effect in progress if @screen_melt && !@screen_melt.done? fb = Array.new(Render::SCREEN_WIDTH * Render::SCREEN_HEIGHT, 0) @screen_melt.update(fb) active_pal = @all_palette_rgba[0] rgba = fb.map { |idx| active_pal[idx] }.join @screen_image = Gosu::Image.from_blob( Render::SCREEN_WIDTH, Render::SCREEN_HEIGHT, rgba ) @screen_image.draw(0, 0, 0, SCALE, SCALE) @screen_melt = nil if @screen_melt.done? return end if @menu&.active? if @menu.needs_background? # Render game view + HUD as background, then overlay menu on top @renderer.render_frame @weapon_renderer&.render(@renderer.framebuffer) unless @player_state&.dead @status_bar&.render(@renderer.framebuffer) fb = @renderer.framebuffer.dup else # Title screen: black background fb = Array.new(Render::SCREEN_WIDTH * Render::SCREEN_HEIGHT, 0) end @menu.render(fb, nil) # Capture current menu frame for melt transitions @last_menu_fb = fb.dup active_pal = @all_palette_rgba[0] rgba = fb.map { |idx| active_pal[idx] }.join @screen_image = Gosu::Image.from_blob( Render::SCREEN_WIDTH, Render::SCREEN_HEIGHT, rgba ) @screen_image.draw(0, 0, 0, SCALE, SCALE) elsif @show_map draw_automap else # Select palette: red tint when taking damage (palettes 1-8) # Pain palette (1-8 red), pickup palette (9 yellow) pal_idx = if @item_pickup && @item_pickup.pickup_flash > 0 9 # Yellow flash for item pickup elsif @player_state @player_state.damage_count.clamp(0, 8) else 0 end active_pal = @all_palette_rgba[pal_idx] rgba = @renderer.framebuffer.map { |idx| active_pal[idx] }.join @screen_image = Gosu::Image.from_blob( Render::SCREEN_WIDTH, Render::SCREEN_HEIGHT, rgba ) @screen_image.draw(0, 0, 0, SCALE, SCALE) if @show_debug end end |
#draw_automap ⇒ Object
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# File 'lib/doom/platform/gosu_window.rb', line 1318 def draw_automap # Black background Gosu.draw_rect(0, 0, width, height, Gosu::Color::BLACK, 0) # Compute map bounds verts = @map.vertices min_x = min_y = Float::INFINITY max_x = max_y = -Float::INFINITY verts.each do |v| min_x = v.x if v.x < min_x max_x = v.x if v.x > max_x min_y = v.y if v.y < min_y max_y = v.y if v.y > max_y end map_w = max_x - min_x map_h = max_y - min_y return if map_w == 0 || map_h == 0 # Scale to fit screen with margin draw_w = width - MAP_MARGIN * 2 draw_h = height - MAP_MARGIN * 2 scale = [draw_w.to_f / map_w, draw_h.to_f / map_h].min # Center the map offset_x = MAP_MARGIN + (draw_w - map_w * scale) / 2.0 offset_y = MAP_MARGIN + (draw_h - map_h * scale) / 2.0 # World to screen coordinate transform (Y flipped: world Y+ is up, screen Y+ is down) to_sx = ->(wx) { offset_x + (wx - min_x) * scale } to_sy = ->(wy) { offset_y + (max_y - wy) * scale } # Draw linedefs colored by front sector two_sided_color = Gosu::Color.new(100, 80, 80, 80) @map.linedefs.each do |linedef| v1 = verts[linedef.v1] v2 = verts[linedef.v2] sx1 = to_sx.call(v1.x) sy1 = to_sy.call(v1.y) sx2 = to_sx.call(v2.x) sy2 = to_sy.call(v2.y) if linedef.two_sided? # Two-sided: dim line, colored by front sector front_sd = @map.sidedefs[linedef.sidedef_right] color = @sector_colors[front_sd.sector] dim = Gosu::Color.new(100, color.red, color.green, color.blue) Gosu.draw_line(sx1, sy1, dim, sx2, sy2, dim, 1) else # One-sided: solid wall, bright sector color front_sd = @map.sidedefs[linedef.sidedef_right] color = @sector_colors[front_sd.sector] Gosu.draw_line(sx1, sy1, color, sx2, sy2, color, 1) end end # Draw player px = to_sx.call(@renderer.player_x) py = to_sy.call(@renderer.player_y) cos_a = @renderer.cos_angle sin_a = @renderer.sin_angle # FOV cone fov_len = 40.0 half_fov = Math::PI / 4.0 # 45 deg half = 90 deg total # Cone edges (in world space, Y+ is up; on screen Y is flipped via to_sy) left_dx = Math.cos(half_fov) * cos_a - Math.sin(half_fov) * sin_a left_dy = Math.cos(half_fov) * sin_a + Math.sin(half_fov) * cos_a right_dx = Math.cos(-half_fov) * cos_a - Math.sin(-half_fov) * sin_a right_dy = Math.cos(-half_fov) * sin_a + Math.sin(-half_fov) * cos_a # Screen positions for cone tips lx = px + left_dx * fov_len ly = py - left_dy * fov_len # negate because screen Y is flipped rx = px + right_dx * fov_len ry = py - right_dy * fov_len cone_color = Gosu::Color.new(60, 0, 255, 0) Gosu.draw_triangle(px, py, cone_color, lx, ly, cone_color, rx, ry, cone_color, 2) # Cone edge lines edge_color = Gosu::Color.new(180, 0, 255, 0) Gosu.draw_line(px, py, edge_color, lx, ly, edge_color, 3) Gosu.draw_line(px, py, edge_color, rx, ry, edge_color, 3) # Player dot dot_size = 4 Gosu.draw_rect(px - dot_size, py - dot_size, dot_size * 2, dot_size * 2, Gosu::Color::GREEN, 3) # Direction line dir_len = 12.0 dx = px + cos_a * dir_len dy = py - sin_a * dir_len Gosu.draw_line(px, py, Gosu::Color::WHITE, dx, dy, Gosu::Color::WHITE, 3) end |
#draw_debug_overlay ⇒ Object
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# File 'lib/doom/platform/gosu_window.rb', line 833 def @fps_frames += 1 now = Time.now elapsed = now - @fps_time if elapsed >= 0.5 @fps_display = (@fps_frames / elapsed).round(1) @fps_frames = 0 @fps_time = now end yjit_status = defined?(RubyVM::YJIT) && RubyVM::YJIT.enabled? ? 'ON' : 'OFF' ang = (Math.atan2(@renderer.sin_angle, @renderer.cos_angle) * 180.0 / Math::PI).round(1) lines = if @menu&.&.[](:rubykaigi_mode) [ "#{@fps_display} FPS", "YJIT: #{yjit_status} (Y to toggle)", "Ruby #{RUBY_VERSION}", "Map: #{@current_map}", "Pos: #{@renderer.player_x.round}, #{@renderer.player_y.round}", "Ang: #{ang}", ] else [ "FPS: #{@fps_display}", "YJIT: #{yjit_status}", "Pos: #{@renderer.player_x.round}, #{@renderer.player_y.round}", "Ang: #{ang}", ] end y = 4 lines.each do |line| @debug_font.draw_text(line, 8, y + 2, 1, 1, 1, Gosu::Color::BLACK) @debug_font.draw_text(line, 6, y, 1, 1, 1, Gosu::Color::WHITE) y += 26 end end |
#facing_linedef?(px, py, cos_angle, sin_angle, v1, v2) ⇒ Boolean
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# File 'lib/doom/platform/gosu_window.rb', line 438 def facing_linedef?(px, py, cos_angle, sin_angle, v1, v2) # Calculate linedef normal (perpendicular to line) line_dx = v2.x - v1.x line_dy = v2.y - v1.y # Normal points to the right of the line direction normal_x = -line_dy normal_y = line_dx len = Math.sqrt(normal_x * normal_x + normal_y * normal_y) return false if len == 0 normal_x /= len normal_y /= len # Determine which side the player is on to_player_x = px - v1.x to_player_y = py - v1.y side = to_player_x * normal_x + to_player_y * normal_y # Flip normal if player is on the back side (so we check facing toward the line) if side < 0 normal_x = -normal_x normal_y = -normal_y end # Check if player is facing toward the line (relaxed angle check) dot_facing = cos_angle * (-normal_x) + sin_angle * (-normal_y) dot_facing > 0.2 # ~78 degree cone, matching DOOM's generous use check end |
#handle_input(delta_time) ⇒ Object
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# File 'lib/doom/platform/gosu_window.rb', line 270 def handle_input(delta_time) # Handle respawn when dead if @player_state&.dead if @player_state.death_tic > 35 # 1 second delay before respawn allowed if Gosu.(Gosu::KB_SPACE) || Gosu.(Gosu::KB_X) || Gosu.(Gosu::MS_LEFT) || Gosu.(Gosu::KB_LEFT_SHIFT) respawn_player end end return # No other input while dead end # Mouse look handle_mouse_look # Keyboard turning if Gosu.(Gosu::KB_LEFT) @renderer.turn(TURN_SPEED) end if Gosu.(Gosu::KB_RIGHT) @renderer.turn(-TURN_SPEED) end # Apply thrust from input (P_Thrust: additive, scaled by delta_time) thrust = MOVE_THRUST_RATE * delta_time has_input = false if Gosu.(Gosu::KB_UP) || Gosu.(Gosu::KB_W) @move_momx += @renderer.cos_angle * thrust @move_momy += @renderer.sin_angle * thrust has_input = true end if Gosu.(Gosu::KB_DOWN) || Gosu.(Gosu::KB_S) @move_momx -= @renderer.cos_angle * thrust @move_momy -= @renderer.sin_angle * thrust has_input = true end if Gosu.(Gosu::KB_A) @move_momx -= @renderer.sin_angle * thrust @move_momy += @renderer.cos_angle * thrust has_input = true end if Gosu.(Gosu::KB_D) @move_momx += @renderer.sin_angle * thrust @move_momy -= @renderer.cos_angle * thrust has_input = true end # Apply friction (continuous-time equivalent of *= 0.90625 per tic) decay = Math.exp(-FRICTION_DECAY_RATE * delta_time) if !has_input && @move_momx.abs < STOPSPEED && @move_momy.abs < STOPSPEED @move_momx = 0.0 @move_momy = 0.0 else @move_momx *= decay @move_momy *= decay end # Track movement state for weapon/view bob if @player_state @player_state.is_moving = has_input @player_state.set_movement_momentum(@move_momx, @move_momy) end # Apply momentum with collision detection (scale by delta_time for frame-rate independence) if @move_momx.abs > STOPSPEED || @move_momy.abs > STOPSPEED try_move(@move_momx * delta_time, @move_momy * delta_time) end # Handle firing (left click, Ctrl, X, or Shift) if @player_state && ((@mouse_captured && Gosu.(Gosu::MS_LEFT)) || Gosu.(Gosu::KB_LEFT_CONTROL) || Gosu.(Gosu::KB_RIGHT_CONTROL) || Gosu.(Gosu::KB_X) || Gosu.(Gosu::KB_LEFT_SHIFT) || Gosu.(Gosu::KB_RIGHT_SHIFT)) was_attacking = @player_state.attacking @player_state.start_attack # Fire hitscan on the first frame of the attack if @player_state.attacking && !was_attacking && @combat @combat.fire(@renderer.player_x, @renderer.player_y, @renderer.player_z, @renderer.cos_angle, @renderer.sin_angle, @player_state.weapon) @sound&.weapon_fire(@player_state.weapon) end end # Handle weapon switching with number keys handle_weapon_switch if @player_state # Handle use key (spacebar or E) handle_use_key if @sector_actions end |
#handle_mouse_look ⇒ Object
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# File 'lib/doom/platform/gosu_window.rb', line 740 def handle_mouse_look return unless @mouse_captured current_x = mouse_x if @last_mouse_x delta_x = current_x - @last_mouse_x @renderer.turn(-delta_x * MOUSE_SENSITIVITY) if delta_x != 0 end # Keep mouse centered center_x = width / 2 if (current_x - center_x).abs > 50 self.mouse_x = center_x @last_mouse_x = center_x else @last_mouse_x = current_x end end |
#handle_option_toggle(option, value) ⇒ Object
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# File 'lib/doom/platform/gosu_window.rb', line 1028 def handle_option_toggle(option, value) case option when :god_mode @player_state.god_mode = value @player_state.health = 100 if value when :infinite_ammo @player_state.infinite_ammo = value when :all_weapons if value # Give all weapons that have sprites loaded @gfx_weapons ||= @weapon_renderer&.instance_variable_get(:@gfx)&.weapons || {} (0..7).each do |w| name = Game::PlayerState::WEAPON_NAMES[w] @player_state.has_weapons[w] = true if @gfx_weapons[name]&.dig(:idle) end @player_state.ammo_bullets = @player_state.max_bullets @player_state.ammo_shells = @player_state.max_shells @player_state.ammo_rockets = @player_state.max_rockets @player_state.ammo_cells = @player_state.max_cells end when :fullscreen self.fullscreen = value if respond_to?(:fullscreen=) when :rubykaigi_mode apply_rubykaigi_mode if value end end |
#handle_use_key ⇒ Object
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# File 'lib/doom/platform/gosu_window.rb', line 361 def handle_use_key use_down = Gosu.(Gosu::KB_SPACE) || Gosu.(Gosu::KB_E) if use_down && !@use_pressed @use_pressed = true try_use_linedef elsif !use_down @use_pressed = false end end |
#handle_weapon_switch ⇒ Object
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# File 'lib/doom/platform/gosu_window.rb', line 469 def handle_weapon_switch if Gosu.(Gosu::KB_1) @player_state.switch_weapon(Game::PlayerState::WEAPON_FIST) elsif Gosu.(Gosu::KB_2) @player_state.switch_weapon(Game::PlayerState::WEAPON_PISTOL) elsif Gosu.(Gosu::KB_3) @player_state.switch_weapon(Game::PlayerState::WEAPON_SHOTGUN) elsif Gosu.(Gosu::KB_4) @player_state.switch_weapon(Game::PlayerState::WEAPON_CHAINGUN) elsif Gosu.(Gosu::KB_5) @player_state.switch_weapon(Game::PlayerState::WEAPON_ROCKET) elsif Gosu.(Gosu::KB_6) @player_state.switch_weapon(Game::PlayerState::WEAPON_PLASMA) elsif Gosu.(Gosu::KB_7) @player_state.switch_weapon(Game::PlayerState::WEAPON_BFG) end end |
#hsv_to_gosu(h, s, v) ⇒ Object
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# File 'lib/doom/platform/gosu_window.rb', line 1301 def hsv_to_gosu(h, s, v) c = v * s x = c * (1 - ((h / 60.0) % 2 - 1).abs) m = v - c r, g, b = case (h / 60).to_i % 6 when 0 then [c, x, 0] when 1 then [x, c, 0] when 2 then [0, c, x] when 3 then [0, x, c] when 4 then [x, 0, c] when 5 then [c, 0, x] end Gosu::Color.new(255, ((r + m) * 255).to_i, ((g + m) * 255).to_i, ((b + m) * 255).to_i) end |
#line_circle_intersect?(x1, y1, x2, y2, cx, cy, radius) ⇒ Boolean
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# File 'lib/doom/platform/gosu_window.rb', line 712 def line_circle_intersect?(x1, y1, x2, y2, cx, cy, radius) # Vector from line start to circle center dx = cx - x1 dy = cy - y1 # Line direction vector line_dx = x2 - x1 line_dy = y2 - y1 line_len_sq = line_dx * line_dx + line_dy * line_dy return false if line_len_sq == 0 # Project circle center onto line, clamped to segment t = ((dx * line_dx) + (dy * line_dy)) / line_len_sq t = [[t, 0.0].max, 1.0].min # Closest point on line segment closest_x = x1 + t * line_dx closest_y = y1 + t * line_dy # Distance from circle center to closest point dist_x = cx - closest_x dist_y = cy - closest_y dist_sq = dist_x * dist_x + dist_y * dist_y dist_sq < radius * radius end |
#linedef_blocks?(linedef, x, y) ⇒ Boolean
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# File 'lib/doom/platform/gosu_window.rb', line 683 def linedef_blocks?(linedef, x, y) v1 = @map.vertices[linedef.v1] v2 = @map.vertices[linedef.v2] # Check if player circle intersects this line return false unless line_circle_intersect?(v1.x, v1.y, v2.x, v2.y, x, y, PLAYER_RADIUS) # One-sided linedef (wall) always blocks return true if linedef.sidedef_left == 0xFFFF # ML_BLOCKING on two-sided: handled by crosses_blocking_linedef? (crossing check) # Don't check here -- linedef_blocks? is a proximity check and would # block the player when standing near the line, not just crossing it # Two-sided: check if impassable (high step OR low ceiling) front_side = @map.sidedefs[linedef.sidedef_right] back_side = @map.sidedefs[linedef.sidedef_left] front_sector = @map.sectors[front_side.sector] back_sector = @map.sectors[back_side.sector] step = (back_sector.floor_height - front_sector.floor_height).abs min_ceiling = [front_sector.ceiling_height, back_sector.ceiling_height].min max_floor = [front_sector.floor_height, back_sector.floor_height].max # Block if step too high OR not enough headroom step > 24 || (min_ceiling - max_floor) < 56 end |
#load_next_map(map_name) ⇒ Object
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# File 'lib/doom/platform/gosu_window.rb', line 1118 def load_next_map(map_name) return unless map_name wad = @renderer.instance_variable_get(:@wad) @current_map = map_name # Load new map data map = Map::MapData.load(wad, map_name) @map = map # Rebuild all systems for new map palette = @palette colormap = @renderer.instance_variable_get(:@colormap) textures = @renderer.instance_variable_get(:@textures) flats = @renderer.instance_variable_get(:@flats) sprites = @renderer.instance_variable_get(:@sprites) animations = @animations @renderer = Render::Renderer.new(wad, map, textures, palette, colormap, flats.values, sprites, animations) ps = map.player_start @renderer.set_player(ps.x, ps.y, 41, ps.angle) @player_state.reset @sector_actions = Game::SectorActions.new(map, @sound) @sector_effects = Game::SectorEffects.new(map) @skill_hidden = compute_skill_hidden(@skill || Game::Menu::SKILL_MEDIUM) @item_pickup = Game::ItemPickup.new(map, @player_state, @skill_hidden) @item_pickup.ammo_multiplier = (@skill == Game::Menu::SKILL_BABY) ? 2 : 1 combat_sprites = sprites @combat = Game::Combat.new(map, @player_state, combat_sprites, @skill_hidden, @sound) @monster_ai = Game::MonsterAI.new(map, @combat, @player_state, combat_sprites, @skill_hidden, @sound) @monster_ai.aggression = true @monster_ai.damage_multiplier = @damage_multiplier @last_floor_height = nil @move_momx = 0.0 @move_momy = 0.0 @leveltime = 0 update_player_height(ps.x, ps.y) end |
#needs_cursor? ⇒ Boolean
— End Automap —
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# File 'lib/doom/platform/gosu_window.rb', line 1419 def needs_cursor? !@mouse_captured end |
#point_to_line_distance(px, py, x1, y1, x2, y2) ⇒ Object
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# File 'lib/doom/platform/gosu_window.rb', line 412 def point_to_line_distance(px, py, x1, y1, x2, y2) # Vector from line start to point dx = px - x1 dy = py - y1 # Line direction vector line_dx = x2 - x1 line_dy = y2 - y1 line_len_sq = line_dx * line_dx + line_dy * line_dy return Math.sqrt(dx * dx + dy * dy) if line_len_sq == 0 # Project point onto line, clamped to segment t = ((dx * line_dx) + (dy * line_dy)) / line_len_sq t = [[t, 0.0].max, 1.0].min # Closest point on line segment closest_x = x1 + t * line_dx closest_y = y1 + t * line_dy # Distance from point to closest point on segment dist_x = px - closest_x dist_y = py - closest_y Math.sqrt(dist_x * dist_x + dist_y * dist_y) end |
#respawn_player ⇒ Object
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# File 'lib/doom/platform/gosu_window.rb', line 998 def respawn_player @player_state.reset @last_floor_height = nil @move_momx = 0.0 @move_momy = 0.0 # Reset item pickup, combat, and monster AI state sprites = @combat&.instance_variable_get(:@sprites) @item_pickup = Game::ItemPickup.new(@map, @player_state, @skill_hidden) if @item_pickup @combat = Game::Combat.new(@map, @player_state, sprites, @skill_hidden, @sound) if @combat && sprites sprites_mgr = @combat&.instance_variable_get(:@sprites) @monster_ai = Game::MonsterAI.new(@map, @combat, @player_state, sprites_mgr, @skill_hidden, @sound) if @monster_ai && @combat # Re-apply active cheats from menu options if @menu opts = @menu. @player_state.god_mode = opts[:god_mode] @player_state.infinite_ammo = opts[:infinite_ammo] handle_option_toggle(:all_weapons, true) if opts[:all_weapons] apply_rubykaigi_mode if opts[:rubykaigi_mode] end # Move player to start position ps = @map.player_start if ps @renderer.set_player(ps.x, ps.y, 41, ps.angle) update_player_height(ps.x, ps.y) end end |
#segments_intersect?(ax1, ay1, ax2, ay2, bx1, by1, bx2, by2) ⇒ Boolean
Test if line segment (ax1,ay1)-(ax2,ay2) intersects (bx1,by1)-(bx2,by2)
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# File 'lib/doom/platform/gosu_window.rb', line 665 def segments_intersect?(ax1, ay1, ax2, ay2, bx1, by1, bx2, by2) d1x = ax2 - ax1 d1y = ay2 - ay1 d2x = bx2 - bx1 d2y = by2 - by1 denom = d1x * d2y - d1y * d2x return false if denom.abs < 0.001 # Parallel dx = bx1 - ax1 dy = by1 - ay1 t = (dx * d2y - dy * d2x).to_f / denom u = (dx * d1y - dy * d1x).to_f / denom t > 0.0 && t < 1.0 && u >= 0.0 && u <= 1.0 end |
#setup_yjit_toggle ⇒ Object
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# File 'lib/doom/platform/gosu_window.rb', line 1195 def setup_yjit_toggle return if @yjit_toggle_ready || !defined?(RubyVM::YJIT) require "fiddle" address = Fiddle::Handle::DEFAULT["rb_yjit_enabled_p"] enabled_ptr = Fiddle::Pointer.new(address, Fiddle::SIZEOF_CHAR) RubyVM::YJIT.singleton_class.prepend(Module.new do define_method(:enable) do |**kwargs| return false if enabled? return super(**kwargs) unless RUBY_DESCRIPTION.include?("+YJIT") enabled_ptr[0] = 1 true end define_method(:disable) do return false unless enabled? enabled_ptr[0] = 0 true end end) @yjit_toggle_ready = true rescue => e puts "YJIT toggle setup failed: #{e.}" end |
#trigger_level_exit(exit_type) ⇒ Object
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# File 'lib/doom/platform/gosu_window.rb', line 1091 def trigger_level_exit(exit_type) # Gather stats total_monsters = @monster_ai ? @monster_ai.monsters.size : 0 killed = @combat ? @combat.dead_things.size : 0 total_items = Game::ItemPickup::ITEMS.keys.count { |t| @map.things.any? { |th| th.type == t } } picked = @item_pickup ? @item_pickup.picked_up.size : 0 # Secret sectors (type 9) tracked by SectorActions total_secrets = @map.sectors.count { |s| s.special == 9 } found_secrets = @sector_actions ? @sector_actions.secrets_found.size : 0 stats = { map: @current_map, kills: killed, total_kills: total_monsters, items: picked, total_items: total_items, secrets: found_secrets, total_secrets: total_secrets, time_tics: @leveltime, exit_type: exit_type, } wad = @renderer.instance_variable_get(:@wad) @intermission = Game::Intermission.new(wad, @status_bar.instance_variable_get(:@gfx), stats) end |
#try_move(dx, dy) ⇒ Object
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# File 'lib/doom/platform/gosu_window.rb', line 487 def try_move(dx, dy) old_x = @renderer.player_x old_y = @renderer.player_y new_x = old_x + dx new_y = old_y + dy # Check if new position is valid and path doesn't cross blocking linedefs if valid_move?(old_x, old_y, new_x, new_y) @renderer.move_to(new_x, new_y) update_player_height(new_x, new_y) else # Wall sliding: project movement along the blocking wall , = (old_x, old_y, dx, dy) if && ( != 0.0 || != 0.0) sx = old_x + sy = old_y + if valid_move?(old_x, old_y, sx, sy) @renderer.move_to(sx, sy) update_player_height(sx, sy) # Redirect momentum along the wall @move_momx = / ([dx.abs, dy.abs].max.nonzero? || 1) * @move_momx.abs @move_momy = / ([dx.abs, dy.abs].max.nonzero? || 1) * @move_momy.abs return end end # Fallback: try axis-aligned sliding if dx != 0.0 && valid_move?(old_x, old_y, new_x, old_y) @renderer.move_to(new_x, old_y) update_player_height(new_x, old_y) @move_momy *= 0.0 elsif dy != 0.0 && valid_move?(old_x, old_y, old_x, new_y) @renderer.move_to(old_x, new_y) update_player_height(old_x, new_y) @move_momx *= 0.0 else # Fully blocked - kill momentum @move_momx = 0.0 @move_momy = 0.0 end end end |
#try_use_linedef ⇒ Object
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# File 'lib/doom/platform/gosu_window.rb', line 372 def try_use_linedef # Cast a ray forward to find a usable linedef player_x = @renderer.player_x player_y = @renderer.player_y cos_angle = @renderer.cos_angle sin_angle = @renderer.sin_angle # Check point in front of player use_x = player_x + cos_angle * USE_DISTANCE use_y = player_y + sin_angle * USE_DISTANCE # Find the closest linedef the player is facing best_linedef = nil best_idx = nil best_dist = Float::INFINITY @map.linedefs.each_with_index do |linedef, idx| next if linedef.special == 0 # Skip non-special linedefs v1 = @map.vertices[linedef.v1] v2 = @map.vertices[linedef.v2] # Check if player is close enough to the linedef dist = point_to_line_distance(player_x, player_y, v1.x, v1.y, v2.x, v2.y) next if dist > USE_DISTANCE next if dist >= best_dist # Check if player is facing the linedef (on the front side) next unless facing_linedef?(player_x, player_y, cos_angle, sin_angle, v1, v2) best_linedef = linedef best_idx = idx best_dist = dist end if best_linedef @sector_actions.use_linedef(best_linedef, best_idx) end end |
#update ⇒ Object
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# File 'lib/doom/platform/gosu_window.rb', line 140 def update # Calculate delta time for smooth animations now = Time.now delta_time = now - @last_update_time @last_update_time = now # Menu is active -- only update menu animation, skip game logic if @menu&.active? @menu.update return end # Intermission screen active if @intermission @intermission.update return end handle_input(delta_time) # Update player state (per-frame for smooth bob) if @player_state @player_state.update_bob(delta_time) @player_state.update_view_bob(delta_time) end # Advance game tics at 35/sec (DOOM's tic rate) @tic_accumulator += delta_time * 35.0 while @tic_accumulator >= 1.0 @leveltime += 1 @tic_accumulator -= 1.0 @sector_effects&.update @player_state&.update_viewheight @player_state&.update_attack # Attack timing at 35fps like DOOM health_before = @player_state&.health || 100 @combat&.update_player_pos(@renderer.player_x, @renderer.player_y, @renderer.player_z) @combat&.update @monster_ai&.update(@renderer.player_x, @renderer.player_y) # Sound effects for player damage/death if @sound && @player_state health_now = @player_state.health if health_now < health_before if @player_state.dead @sound.player_death else @sound.player_pain end end end @player_state&.update_damage_count @item_pickup&.update_flash # Sector damage (nukage, lava, etc.) every 32 tics if @player_state && !@player_state.dead && (@leveltime % 32 == 0) check_sector_damage end # Track death tic for death animation if @player_state&.dead @player_state.death_tic += 1 end end @animations&.update(@leveltime) # Update HUD animations @status_bar&.update # Update sector actions (doors, lifts, etc.) if @sector_actions @sector_actions.update_player_position(@renderer.player_x, @renderer.player_y) @sector_actions.update # Check for level exit if @sector_actions.exit_triggered && !@intermission trigger_level_exit(@sector_actions.exit_triggered) end # Check for teleport if (dest = @sector_actions.pop_teleport) @renderer.set_player(dest[:x], dest[:y], @renderer.player_z, dest[:angle]) update_player_height(dest[:x], dest[:y]) end end # Check item pickups if @item_pickup picked_before = @item_pickup.picked_up.size @item_pickup.update(@renderer.player_x, @renderer.player_y) @renderer.hidden_things = @skill_hidden.merge(@item_pickup.picked_up) if @sound && @item_pickup.picked_up.size > picked_before # Check if it was a weapon pickup (has :weapon key in ITEMS) msg = @item_pickup. if msg && msg.include?('!') # Weapon pickups end with ! @sound.weapon_pickup else @sound.item_pickup end end end # Pass combat state to renderer for death frame rendering @renderer.combat = @combat @renderer.monster_ai = @monster_ai @renderer.leveltime = @leveltime # Render the 3D world @renderer.render_frame # Render HUD on top if @weapon_renderer && !@player_state&.dead @weapon_renderer.render(@renderer.framebuffer) end if @status_bar @status_bar.render(@renderer.framebuffer) end # Pickup message (drawn into framebuffer with DOOM font, 4 seconds like Chocolate Doom) if @doom_font && @item_pickup&. && @item_pickup. > 0 @doom_font.draw_text(@renderer.framebuffer, @item_pickup., 2, 2) end # Red tint when dead if @player_state&.dead apply_death_tint(@renderer.framebuffer) end end |
#update_player_height(x, y) ⇒ Object
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# File 'lib/doom/platform/gosu_window.rb', line 572 def update_player_height(x, y) sector = @map.sector_at(x, y) return unless sector new_floor = sector.floor_height if @player_state # Detect step: floor height changed since last move if @last_floor_height && @last_floor_height != new_floor step = new_floor - @last_floor_height @player_state.notify_step(step) if step.abs <= 24 end @last_floor_height = new_floor view_bob = @player_state.view_bob_offset @renderer.set_z(new_floor + @player_state.viewheight + view_bob) else @renderer.set_z(new_floor + 41) end end |
#valid_move?(old_x, old_y, new_x, new_y) ⇒ Boolean
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# File 'lib/doom/platform/gosu_window.rb', line 593 def valid_move?(old_x, old_y, new_x, new_y) # Check if destination is inside a valid sector sector = @map.sector_at(new_x, new_y) return false unless sector # Check floor height - can't step up too high floor_height = sector.floor_height return false if floor_height > @renderer.player_z + 24 # Max step height # Check against blocking linedefs: both circle intersection and path crossing @map.linedefs.each do |linedef| if linedef_blocks?(linedef, new_x, new_y) return false end if crosses_blocking_linedef?(old_x, old_y, new_x, new_y, linedef) return false end end # Check against solid things (monsters, barrels, pillars, etc.) combined_radius = PLAYER_RADIUS picked = @item_pickup&.picked_up @map.things.each_with_index do |thing, idx| next if @skill_hidden[idx] next if picked && picked[idx] next if @combat && @combat.dead?(idx) thing_radius = SOLID_THING_RADIUS[thing.type] next unless thing_radius dx = new_x - thing.x dy = new_y - thing.y min_dist = combined_radius + thing_radius if dx * dx + dy * dy < min_dist * min_dist return false end end true end |